@JohnFromGWN
Yeah, that was my thought, no prompt from OpenIV to update 'update2.rpf' might allow it to sneak past people unnoticed & unpatched & potentially cause an issue etc.
@JohnFromGWN said in Gta 5 crashes when more than 2 mods are installed:
However is it necessary
It's not essential, but I wanted a focus put on 'update2.rpf' as it has been mentioned a lot, related to potential solutions to certain issues, at least for some users. Just wanted it in people's view, hopefully someone plays about with it & get's me some valid info back, maybe we get lucky etc).
@JohnFromGWN said in Gta 5 crashes when more than 2 mods are installed:
how common are these issues?
It's hard to tell. The thing that initially made this update/patch standout to me as potentially unique in some way tho, & what peaked my interest (I usually bug out at patch time, lets face it, it ain't fun for anyone
) is that I've had a few very capable mod authors & experienced modders contact me about it. I know them well enough to know their capability (going back years in some cases) & they have the skillset to fix any ordinary update/patch issues/'mods' folder diagnosis etc no problem. Just seemed a little statistically unusual
& worthy of further investigation etc (albeit subjective, skilled modder friends etc don't usually contact me after a patch, that is totally unprecedented etc).
Could well be that the update process was just a little flaky initially & caused problems that are now resolved by most. Have to wait for people to get back to me on that/too early to tell anything conclusively at this point.
Going from the only information I have at my disposal atm (however unreliable), people seem to have one or more of these issues:
- Crashes (tells us nothing really, without further specific user info/could easily be non-patch related etc)
- Infinite loading (slightly more interesting that just crashing, but as above, further info required/can't rule out standard non-patch related issue etc)
- No add-on dlcs loading (possibly related to below/just that some users haven't tested reducing the number of dlcs & found a threshold yet (if one exists for them etc), also could be non-patch related, can't rule it out).
- Add-on dlcs are limited to only being able to add a few (appears to be 2 dlc limit atm) & custom gameconfig's don't fix it (somewhat unusual/uncommon issue worthy of investigation, given custom gameconfig does not fix etc).
Still need it confirmed whether it's any dlc, or just vehicle ones the apparent restriction applies to & whether people perhaps have different limits or are always 2x dlc etc. That's what I'm investigating here, that very tiny limit (2 dlc etc) that has been imposed on @MrKristupas & some others that the new custom gameconfig's appear not to fix. 
@meerty
Perhaps you might try loading just a vanilla 'dlclist.xml' & see if your game loads that? If it does, then add back in custom dlc one at a time to see whether a limit exists. Basically, try & confirm for me whether your issue is the same as the op's (MrKristupas) & that you are limited to loading just 2 (or similar number of) add-on vehicle dlcs?
If you don't have a very low dlc limit imposed, you're better off creating your own thread to deal with your specific issue (or at the very least find threads that specifically reference your exact issue). It just gets too confusing & messy diagnosing separate issues within the same thread & if yours is in fact a 'no mods work whatsoever' issue, there are a miriad of things that could cause that, it really needs it's own dedicated thread.
A solution for your issue can likely be found, but it's normal for patch introduced issues/normal issues occuring at the same time as a patch to take a lot longer to resolve. It's total
, but you'll just have to wait around until the GTA V modding community has a better idea of what is going on & what this patch has potentially done etc.
The best thing you can do when you create that thread is provide a very detailed account of:
- the mods you have installed (inc. add-ons, scripts (in scripts folder), scripts & such in main GTA V root folder ('.asi/.dll' usually etc)
- the tests you have conducted (like testing a vanilla gameconfig & confirming whether your game works with that or not etc)
- Anything else you have tried & the results you got from it etc
It's better that you provide more info than is needed, than not enough info. So, don't spare the keyboard. Be as thorough as you possibly can. 
General Info/Areas of Interest Concerning Patch 1.0.2699 for Anyone with Any Issues:
Packfile Limit Adjuster:
The patch breaking Packfile Limit Adjuster adds another variable into the mix this time also (especially given how popular & often vital it is & that the new one isn't thoroughly tested etc). Best way I could see to begin diagnosing without that as a variable, would be for people to get their games to a state where Packfile Limit Adjuster is no longer required to be installed & thus, remove it from their 'Grand Theft Auto V' root folder while conducting initial tests. Then, once initial game stability/testing etc has been completed/potential issues there found & resolved etc, it can be reintroduced, if required, & any Packfile Limit Adjuster specific issues (if indeed any exist) diagnosed on their own etc.
gameconfig.xml:
F7YO 'Backup' Gameconfig
Something to be aware of. The F7YO backup file (in the 'Backup' folder within his 30th July (9 days ago) upload) is not a backup of the vanilla 1.0.2699 'gameconfig.xml', but an earlier game version. Those reverting, & using that file to do so (after having issues etc), may inadvertently be introducing a new variable into their diagnostic results.
SyncedScenesMP:
This new pool arrived with the new patch & is a variable I can't account for. It's never appeared in any previous vanilla 'gameconfig.xml':
<Item>
<PoolName>SyncedScenesMP</PoolName>
<PoolSize value="64"/>
</Item>
Unlikely that it's the root of any issues, as it appears to be multiplayer related, but can't rule it out completely. Some reports of people finding success reverting to F7YO's previous 'Gta Config v28 for v 1.0.2612' gameconfig could potentially account for 'SyncedScenesMP' not being there in that older gameconfig version, perhaps (ie probably nothing, but worth ruling out none the less).
Ignoring 'SyncedScenesMP', the other values that have changed are:
F7YO gameconfig (values changed in F7YO 1.0.2699 compared to F7YO 1.0.2612):
<PoolSizes>:
DwdStore
ScriptStore
HandlingData
<ConfigPopulation>:
<PedMemoryMultiplier
<VehicleMemoryMultiplier
<ConfigModelInfo>:
<MaxExtraPedModelInfos
<MaxExtraVehicleModelInfos
<PlayerBroadcastData>:
(single '<NumInstances' value changed)
<ConfigScriptStackSizes>:
MULTIPLAYER_MISSION
FMMC_LAUNCHER
MULTIPLAYER_FREEMODE
MISSION
F7YO's download contains 42 separate 'gameconfig.xml' files for 1.0.2699 (so I'm not listing all exact value changes. I just quickly compared the 'Stock Traffic (Means Gta base)' ones from their respective 'For More Mods' folders).
update2.rpf:
Just a file of note, something to keep an eye on as it has been mentioned a lot by people having various issues over the last week or so (mostly in regard to fixing dlc limit/mods not working issues, but occasionally others too). Just because of that, & the ease with which one could diagnose issues relating to 'update2.rpf', it's worth ruling out in whatever way one can conceive:
ie:
- Make sure if it's in your 'mods' folder that it's up to date (ie use the 1.0.2699.0 vanilla one, not older etc, rebuild it if you have to etc)
- Verify game integrity (even if you have reinstalled since having issues)
- Remove it from your 'mods' folder (if you have it there normally etc) as a test
- Anything else you think of etc
Disclaimer:
I don't think we are anywhere near a solution to potential patch issues. The ones that do actually exist & can in time be separated from standard/normal 'mods' folder issues I mean. Too much of it is still guesswork. I would need a lot more accurate info to get anywhere near making any assumptions about what might be causing any apparent issues.
All I have done here really, is scour the internet with a focus on quantity & continuity of posted results & draw up some potential avenues of research. The continuity of data has been high, I'll give it that, especially as regards 'update2.rpf', so no harm in ruling it out at least, given it should be reasonably quick to do. 
@JohnFromGWN said in Gta 5 crashes when more than 2 mods are installed:
graduate to GTA6
Just as a little aside, I thought, "Ooh, I wonder how long it will be until I could potentially mod GTA VI to a standard I would find acceptable?" (ie full file edit access in OpenIV etc). Gonna be ~2030 (say GTA VI releases 2025, & then potentially ~5yrs for OpenIV team to give us full access etc). That's a way longer timescale than I had in my head! lol. Ok
, RDR2 modding it is then.