@xgeekoo Apologies for the late response, I have a few ideas you could try to find the cause. Download this: https://www.gta5-mods.com/tools/poolmanager-dilapidated and in your ini options set LogPercentUsageWarning = 1
Run the game as normal and reproduce the crash. You may get a pop-up but even if you don't check your PoolManager_UsageWarning.log it produces and post it here/pastebin it.

Dilapidated
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Posts made by Dilapidated
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RE: Let's talk about the gameconfig issue
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RE: Let's talk about the gameconfig issue
@Seath1337 Actually as it turns out only 1 value was the culprit (the Building pool only) and that value also does not need to be set to vanilla, its max is 66025 with NVE. Oddly no other mods have issues with this value being higher. You can let Razed know I commented this in the config to help fellow NVE users in the future. The gameconfig is updated and can be found here: https://www.gta5-mods.com/misc/gameconfig-xml-dilapidated
@xgeekoo Do you mind testing and confirming?
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RE: Let's talk about the gameconfig issue
@xgeekoo Thank you for confirming this resolved the issue! I'll do some more research related to these values specifically when it comes to very high textures and expanded distance settings. Once done I'll update my gameconfig and share with the community so to hopefully help others who may encounter this issue.
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RE: Let's talk about the gameconfig issue
@xgeekoo With the addition of increasing textures to very high and extended distance scaling at 100% it then crashed. The difference in settings apparently makes all the difference and explains the variation in results. So based on the information and the location provided in the test I have a fix. Please confirm this resolves your issue:
Use my gameconfig and change the following values:
<Item> <PoolName>AnimatedBuilding</PoolName> <PoolSize value="600"/> </Item> <Item> <PoolName>Building</PoolName> <PoolSize value="60000"/> </Item>
Then retest using the method discussed in addition to textures at very high and extended distance scaling at 100%.
Let me know your results.
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RE: Let's talk about the gameconfig issue
@xgeekoo As JohnFromGWN stated above gameconfig is not magic. Different game setups, mods, add-on content, etc can cause various results. In regards to this, https://imgur.com/a/yRAZCDV I don't use NVE but someone who does recently as of this week tested exactly what razed said and did not crash using my gameconfig. Have you tested this yourself or did you just take his word for it? The whole two values comment without providing context doesn't help. All the pools raised were done so with purpose and I have even commented on lines within gameconfig for the purpose of helping others. Unless there's something specific in NVE that I'm unaware of and due to not being able to reproduce using the exact steps given to test I can only conclude he is mistaken.
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RE: RDE 4.0 Development / Beta testers needed
Teaser trailer for 4.0:
We're still accepting applications for beta testing and would love to hear from those willing and qualified to assist with RDE's production.
You can submit your application here: https://goo.gl/forms/ON5kApE2JTh0NVAI2
We look forward to sharing more exciting news as it becomes available.
Thank you,
The RDE Team -
RDE 4.0 Development / Beta testers needed
Re: [COLLECTION][REL] Realism Dispatch Enhanced (RDE) 3.1
I'm happy to announce that development of RDE 4.0 has begun! At this time we're accepting applications for beta testing and would love to hear from those willing and qualified to assist with RDE's production.
You can submit your application here: https://goo.gl/forms/ON5kApE2JTh0NVAI2
We look forward to sharing more exciting news as it becomes available.
Thank you,
The RDE Team -
RE: Dilapidated gameconfig.xml
@ReNNie please see my posted xml code above. It's all commented out
@Phnx don't really want to go too OT but what limit specifically are you wondering about regarding that ymt? I've not really messed with it much tbh.
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RE: Dilapidated gameconfig.xml
Updated the Gameconfig for Doomsday support.
Gameconfig V3 also included are experimental new findings by reverse engineering gta5.exe<!-- START: Values here were found in GTA5.exe and can be added to this xml For more info view this pastebin https://pastebin.com/ycimECaJ--> <Item> <!-- R* cap = 111 : Affects CAmbulanceOrder CFireOrder CGangOrder CPoliceOrder CSwatOrder etc --> <PoolName>orders</PoolName> <PoolSize value="333"/> </Item> <Item> <!-- R* cap = 51 : Affects CArrestIncident CScriptIncident CWantedIncident etc --> <PoolName>incidents</PoolName> <PoolSize value="153"/> </Item> <Item> <!-- R* cap = 4 : Affects limits of total caihandling parameters in vehicleaihandlinginfo.meta (you can now have as many custom handlinginfo parameters as you wish)--> <PoolName>caihandlinginfo</PoolName> <PoolSize value="12"/> </Item> <Item> <!-- R* cap = 36 : Affects limits of total curvepoint parameters in vehicleaihandlinginfo.meta (you can now have as many custom curvepoint parameters as you wish)--> <PoolName>caicurvepoint</PoolName> <PoolSize value="108"/> </Item> <Item> <!-- R* cap = 1600 : Uknown usage--> <PoolName>fragInstGta</PoolName> <PoolSize value="4800"/> </Item> <!-- END -->
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RE: Military vehicles with turret problem after gunrunning update.
Has anyone tested this since the gun smuggling update? I'm still waiting on SHV to update as I'm doing some script items atm so haven't gotten to test this myself.