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(or scripthookv.dll / dinput8.dll for that matter if your other stuff is in 'mods folder')
(or even just dinput8.dll for that matter)
Mods unloaded - play that part, works? Save. Crashes - something else is up.
People have had crashes at certain parts of story with just the basic trainers installed.
That's all I did for my last playthrough with mods and zero issues.
Should I verify integrity of cache? I just hope it doesn't ♥♥♥♥ the changed magazine sizes in weapons.meta.
That isn't in this picture - move it to the hold folder.
Verify cache. That will fix the modified vanilla files.
http://steamcommunity.com/sharedfiles/filedetails/?id=578295928
And yes, by trying to load modified rpf's without the openIV loader... = errors.
If the magazine size changes are in the vanilla rpf's - yes, it will correct them.
Super ideally - all file changes are done in the "mods" folder.
Anything NOT in the picture (ignore the fact that files are highlighted).
Anything NOT in the picture - this means both the files and folders.
Or to phrase it another way-
Move the "mods" folder out.
Move out any file that is NOT a .RPF file.
Verify cache.
I assume I should also copy over my 'scripts' folder? I also have an 'update' folder that is 20GB. I cannot remember how precisely that was created. It might have been when I allowed OpenIV to copy some .rpf files over to my mods folder. Should I get rid of that as well?
Every loose file (aside from the various .rpfs) inside the main folder I should remove? That includes GTAV.exe and the launcher?
You can rename the scripts folder in the same way if you want.
Update folder is fine. (there is one in the picture up there...)
Yes, to moving all loose non-RPF files from /gtav - then verify cache.
Mods folder renamed 100% removes it from equation. Moving all loose files out except .RPF guarantees you've moved everything from gtav root - instead of eyeball comparing to the picture/etc. Verify will fix anything gtav does need.
When you get all this corrected - I'd definitely make a backup of vanilla gtav.
(you won't need to backup copy the "mods" or "scripts" folders)
And I would be extra careful and make all modifications to files - within the "mods" folder.
Once that is done, shall I rename the mods and scripts folders back to what they originally were, and copy back all of the loose files (besides the files that will be redownloaded)?
Do you believe that this crashing problem is due to the amount of mods I have, or because of certain files being modified outside of the mods folder, or potentially a combination of both? I would normally think that weapon mods, even a large amount of them, would be pretty benign compared to running custom cars.
If it works - play through that point and save.
Then - you still might not be outta the woods. You can rename the "mods" and "scripts" back - and place all the loose files back in. If the game crashes/has issues - you'll need to sort out what you DID to the vanilla files. Then, replicate/fix that - and have them in the "mods" folder.
Like I said, even just single trainers can cause crashes at various points.
I found it easier to just disable/enable them when I hit a weird spot.
I completed that ♥♥♥♥♥♥ mission. I had no problems with no mods or trainers or Scripthook.
After completion, I put everything back in. I then go back to Michael's house. The red sentinel is still parked there, and I press 'F' to enter it. Sure enough, instant crash.
So...this was outside of the mission. It seems to me that this crash is connected with my mods, but also with that particular vehicle. I guess I can try to see if all other sentinels cause the same crash.
I am wondering if it somehow is a result of the convertible animations when entering the vehicle (jumping in without opening any doors). I do not know why this could be though, since I am not using any mod that changes vehicle stats or performance.