8,107
128
8,107
128
Update 2.5
Update 2.4
Patch 2.3.1
- added VehicleModelBudget to the INI to balance vehicle variety and memory usage. In 2.3 RE selected up to 9x, which could increase VRAM usage with heavy mods
Update 2.3
Patch 2.2
- fixed several bugs
- stability and fix for custom vehicle packs and sirens
Patch 2.1
- updated for 1.0.1158.16
- fixed an issue where traffic and crowd settings did nothing when your RAM was low. Now smaller limits instead
ResourceExtensions 2.0 for GTA V Enhanced
RE covers the features of these known adjusters or goes beyond their tested target limits. So delete them all, or don´t use RE!
optional ResourceExtensions.ini
If you just want to use RE as a limit adjuster, only install ResourceExtensions.asi. Without the .ini (or missing/invalid density numbers) values default to Vanilla
VALUES
I seriously recommend against pushing ped settings (especially AmbientPeds) past 5.00. Beyond that point the engine gets hammered so hard that even high end rigs will run into pathfinding glitches, broken AI, and terrible frametimes.
Location, time, weekday, weather, paths, etc. still dictate what actually spawns.
If your settings are too high, you might notice:
Note: the ped pool is expanded from 256 to 768 slots, with 128 slots reserved for missions and other gameplay junk. Peds and animals share the available slots.
crashes and broken mods
correction: problems with converted .ytd files are not necessarily caused by CodeWalker Gen9 Converter as the original files may already be damaged or incompatible!
-----------------------------------------
Resource Extensions for GTA V Enhanced
RE gives the game more headroom for heavy mods like high poly vehicles, textures, peds, etc.
Install & Compatibility
Notes
- added StreamingMemoryBudget to the INI. RE 2.4 increased streaming budgets by default; 0 restores vanilla budgets. Set to 1 only if your mods need higher budgets
- raised the blip/legend limit from 240 to 800
- increased weapon data file capacity, doubled vehicle engine sound capacity and expanded clothing mod data capacity
- added support for more vehicle light settings and increased corona capacity
- added guards against specific crashes involving missing model data
- added “Low Priority Props” to the INI (off by default) | code provided by RemixPL1994
- reduced CPU overhead for sirens and ped density (above vanilla)
- fixed bugs
Update 2.4
- added optional ResourceExtensions.log to monitor RE/game versions and activation (off by default). note: Partially Active means only part of a group is supported on your game version. Inactive can also mean vanilla/disabled INI settings
- added BvhVertexArena to the INI and expanded ray-tracing reflection capacity. Default (1) keeps RE's extra capacity for dynamic ray-tracing geometry. Set to 0 (vanilla) to reduce memory use
- VehicleModelBudget remains at 0 (vanilla) by default to avoid additional VRAM usage. Increase gradually for demanding addon vehicles and more vehicle variety, if sufficient VRAM is available
- added guards against addon crashes involving collision data or empty skeleton bone lists. note: prevents these specific crashes; does not repair corrupt assets!
- increased capacity for MLO interior portals and script decorators, streaming ped and vehicle render queues and raised the (Story) blip/legend threshold to 240
- improved compatibility across game builds: feature groups are checked separately, allowing compatible features to remain active when others are unsupported.
note: additional compatibility data increased the .asi size - fixed bugs and reduced unnecessary background work
Patch 2.3.1
- added VehicleModelBudget to the INI to balance vehicle variety and memory usage. In 2.3 RE selected up to 9x, which could increase VRAM usage with heavy mods
Update 2.3
- increased ped and vehicle model budgets
- improved ped spawning to reduce repetitive models
- optimized CPU overhead for population handling and fixed distant ped jitter
- fixed certain limits failing to apply at game start
- fixed custom siren limits
- increased lighting, reflection and object capacities
- expanded ray-tracing descriptor pool by 25% (credits: CentralMods)
- removed RAM restrictions from most limits
- increased script memory limits
- ignored unverified limits (e.g. MaxMloModelInfos) having no impact on memory
- NVE's gameconfig was also used as reference to ensure compatibility
Patch 2.2
- fixed several bugs
- stability and fix for custom vehicle packs and sirens
Patch 2.1
- updated for 1.0.1158.16
- fixed an issue where traffic and crowd settings did nothing when your RAM was low. Now smaller limits instead
ResourceExtensions 2.0 for GTA V Enhanced
RE covers the features of these known adjusters or goes beyond their tested target limits. So delete them all, or don´t use RE!
- Heap Adjuster
- Packfile Limit Adjuster
- Modkit Limit Adjuster
- Siren Setting Limit Adjuster
- Weapon Limits Adjuster
- fwBoxStreamer / Decals Limit Patch
- Ped Prop Limit Adjuster (replaced from Legacy)
- Resource Adjuster (replaced from Legacy)
- Vehicle ModKit Limit (replaced from Legacy)
- gameconfig.xml a modified one is not needed and not supported alongside this .asi
optional ResourceExtensions.ini
If you just want to use RE as a limit adjuster, only install ResourceExtensions.asi. Without the .ini (or missing/invalid density numbers) values default to Vanilla
- Cyclists tweaks the relative amount of cyclists from 0.00 to 8.00 in areas where gta already spawns them
- Persistence=0 is vanilla. Levels 1 through 4 increase decal lifespan and render distance up to the max (no decimal values)
VALUES
I seriously recommend against pushing ped settings (especially AmbientPeds) past 5.00. Beyond that point the engine gets hammered so hard that even high end rigs will run into pathfinding glitches, broken AI, and terrible frametimes.
Location, time, weekday, weather, paths, etc. still dictate what actually spawns.
- 1.00: Vanilla density
- 2.00 to 4.00: heavy load, need a fast CPU for this
- 4.00 to 8.00: even on beefy systems expect stuttering and uneven frametimes
If your settings are too high, you might notice:
- stuttering
- peds vibrating, sprinting super fast or freezing in place
- peds completely failing to find a path or acting strange
- missing or delayed collisions
- peds and cars suddenly popping in right in front of you
- traffic crash, gridlock, aggressive despawning
Note: the ped pool is expanded from 256 to 768 slots, with 128 slots reserved for missions and other gameplay junk. Peds and animals share the available slots.
crashes and broken mods
correction: problems with converted .ytd files are not necessarily caused by CodeWalker Gen9 Converter as the original files may already be damaged or incompatible!
-----------------------------------------
Resource Extensions for GTA V Enhanced
RE gives the game more headroom for heavy mods like high poly vehicles, textures, peds, etc.
- bigger limits: memory pools, resource budgets, and Packfile/rpf limits
- RT shadows: increases the raytracing buffer for high poly moving objects, which stops shadow flickering
- hardware note: heavy modding needs solid hardware!! 16GB RAM / 12GB VRAM is a good baseline. For 4K/high poly setups: 32GB RAM / 16GB+ VRAM is recommended.
Install & Compatibility
- install ScriptHookV
- drop ResourceExtensions.asi into your game folder
- Crucial: remove any other limit adjusters (Heap Adjuster, Packfile Limit Adjuster, etc.) and any custom gameconfig.xml. They will clash and break things!
Notes
- CodeWalker Gen9 Converter (R30_dev48) sometimes has issues processing .ytd files, which can lead to bugs or random crashes
- C++. Built with MinHook and ScriptHookV by Alexander Blade. Reversed and tested using CE, Ghidra, and CodeWalker by dexyfex
- for faster loading times: Straight To Story Mode by Chiheb-Bacha
- Existing adjusters and a custom gameconfig (v3.0 & v4.0 by BadassBaboon) were used purely as reference material. Every patch and memory offset in this tool was independently reversed and verified.
for bug reports: discord.gg/QZ5k9G48Tj
Credits
Redistribution of this tool is not allowed without my permission.
पहले अपलोड: 18 अगस्त 2026
आखरी अपडेट: 4 दिन पहले
Last Downloaded: 10 कुछ मिनट पहले
116 टिप्पणियाँ
Update 2.5
Update 2.4
Patch 2.3.1
- added VehicleModelBudget to the INI to balance vehicle variety and memory usage. In 2.3 RE selected up to 9x, which could increase VRAM usage with heavy mods
Update 2.3
Patch 2.2
- fixed several bugs
- stability and fix for custom vehicle packs and sirens
Patch 2.1
- updated for 1.0.1158.16
- fixed an issue where traffic and crowd settings did nothing when your RAM was low. Now smaller limits instead
ResourceExtensions 2.0 for GTA V Enhanced
RE covers the features of these known adjusters or goes beyond their tested target limits. So delete them all, or don´t use RE!
optional ResourceExtensions.ini
If you just want to use RE as a limit adjuster, only install ResourceExtensions.asi. Without the .ini (or missing/invalid density numbers) values default to Vanilla
VALUES
I seriously recommend against pushing ped settings (especially AmbientPeds) past 5.00. Beyond that point the engine gets hammered so hard that even high end rigs will run into pathfinding glitches, broken AI, and terrible frametimes.
Location, time, weekday, weather, paths, etc. still dictate what actually spawns.
If your settings are too high, you might notice:
Note: the ped pool is expanded from 256 to 768 slots, with 128 slots reserved for missions and other gameplay junk. Peds and animals share the available slots.
crashes and broken mods
correction: problems with converted .ytd files are not necessarily caused by CodeWalker Gen9 Converter as the original files may already be damaged or incompatible!
-----------------------------------------
Resource Extensions for GTA V Enhanced
RE gives the game more headroom for heavy mods like high poly vehicles, textures, peds, etc.
Install & Compatibility
Notes
- added StreamingMemoryBudget to the INI. RE 2.4 increased streaming budgets by default; 0 restores vanilla budgets. Set to 1 only if your mods need higher budgets
- raised the blip/legend limit from 240 to 800
- increased weapon data file capacity, doubled vehicle engine sound capacity and expanded clothing mod data capacity
- added support for more vehicle light settings and increased corona capacity
- added guards against specific crashes involving missing model data
- added “Low Priority Props” to the INI (off by default) | code provided by RemixPL1994
- reduced CPU overhead for sirens and ped density (above vanilla)
- fixed bugs
Update 2.4
- added optional ResourceExtensions.log to monitor RE/game versions and activation (off by default). note: Partially Active means only part of a group is supported on your game version. Inactive can also mean vanilla/disabled INI settings
- added BvhVertexArena to the INI and expanded ray-tracing reflection capacity. Default (1) keeps RE's extra capacity for dynamic ray-tracing geometry. Set to 0 (vanilla) to reduce memory use
- VehicleModelBudget remains at 0 (vanilla) by default to avoid additional VRAM usage. Increase gradually for demanding addon vehicles and more vehicle variety, if sufficient VRAM is available
- added guards against addon crashes involving collision data or empty skeleton bone lists. note: prevents these specific crashes; does not repair corrupt assets!
- increased capacity for MLO interior portals and script decorators, streaming ped and vehicle render queues and raised the (Story) blip/legend threshold to 240
- improved compatibility across game builds: feature groups are checked separately, allowing compatible features to remain active when others are unsupported.
note: additional compatibility data increased the .asi size - fixed bugs and reduced unnecessary background work
Patch 2.3.1
- added VehicleModelBudget to the INI to balance vehicle variety and memory usage. In 2.3 RE selected up to 9x, which could increase VRAM usage with heavy mods
Update 2.3
- increased ped and vehicle model budgets
- improved ped spawning to reduce repetitive models
- optimized CPU overhead for population handling and fixed distant ped jitter
- fixed certain limits failing to apply at game start
- fixed custom siren limits
- increased lighting, reflection and object capacities
- expanded ray-tracing descriptor pool by 25% (credits: CentralMods)
- removed RAM restrictions from most limits
- increased script memory limits
- ignored unverified limits (e.g. MaxMloModelInfos) having no impact on memory
- NVE's gameconfig was also used as reference to ensure compatibility
Patch 2.2
- fixed several bugs
- stability and fix for custom vehicle packs and sirens
Patch 2.1
- updated for 1.0.1158.16
- fixed an issue where traffic and crowd settings did nothing when your RAM was low. Now smaller limits instead
ResourceExtensions 2.0 for GTA V Enhanced
RE covers the features of these known adjusters or goes beyond their tested target limits. So delete them all, or don´t use RE!
- Heap Adjuster
- Packfile Limit Adjuster
- Modkit Limit Adjuster
- Siren Setting Limit Adjuster
- Weapon Limits Adjuster
- fwBoxStreamer / Decals Limit Patch
- Ped Prop Limit Adjuster (replaced from Legacy)
- Resource Adjuster (replaced from Legacy)
- Vehicle ModKit Limit (replaced from Legacy)
- gameconfig.xml a modified one is not needed and not supported alongside this .asi
optional ResourceExtensions.ini
If you just want to use RE as a limit adjuster, only install ResourceExtensions.asi. Without the .ini (or missing/invalid density numbers) values default to Vanilla
- Cyclists tweaks the relative amount of cyclists from 0.00 to 8.00 in areas where gta already spawns them
- Persistence=0 is vanilla. Levels 1 through 4 increase decal lifespan and render distance up to the max (no decimal values)
VALUES
I seriously recommend against pushing ped settings (especially AmbientPeds) past 5.00. Beyond that point the engine gets hammered so hard that even high end rigs will run into pathfinding glitches, broken AI, and terrible frametimes.
Location, time, weekday, weather, paths, etc. still dictate what actually spawns.
- 1.00: Vanilla density
- 2.00 to 4.00: heavy load, need a fast CPU for this
- 4.00 to 8.00: even on beefy systems expect stuttering and uneven frametimes
If your settings are too high, you might notice:
- stuttering
- peds vibrating, sprinting super fast or freezing in place
- peds completely failing to find a path or acting strange
- missing or delayed collisions
- peds and cars suddenly popping in right in front of you
- traffic crash, gridlock, aggressive despawning
Note: the ped pool is expanded from 256 to 768 slots, with 128 slots reserved for missions and other gameplay junk. Peds and animals share the available slots.
crashes and broken mods
correction: problems with converted .ytd files are not necessarily caused by CodeWalker Gen9 Converter as the original files may already be damaged or incompatible!
-----------------------------------------
Resource Extensions for GTA V Enhanced
RE gives the game more headroom for heavy mods like high poly vehicles, textures, peds, etc.
- bigger limits: memory pools, resource budgets, and Packfile/rpf limits
- RT shadows: increases the raytracing buffer for high poly moving objects, which stops shadow flickering
- hardware note: heavy modding needs solid hardware!! 16GB RAM / 12GB VRAM is a good baseline. For 4K/high poly setups: 32GB RAM / 16GB+ VRAM is recommended.
Install & Compatibility
- install ScriptHookV
- drop ResourceExtensions.asi into your game folder
- Crucial: remove any other limit adjusters (Heap Adjuster, Packfile Limit Adjuster, etc.) and any custom gameconfig.xml. They will clash and break things!
Notes
- CodeWalker Gen9 Converter (R30_dev48) sometimes has issues processing .ytd files, which can lead to bugs or random crashes
- C++. Built with MinHook and ScriptHookV by Alexander Blade. Reversed and tested using CE, Ghidra, and CodeWalker by dexyfex
- for faster loading times: Straight To Story Mode by Chiheb-Bacha
- Existing adjusters and a custom gameconfig (v3.0 & v4.0 by BadassBaboon) were used purely as reference material. Every patch and memory offset in this tool was independently reversed and verified.
for bug reports: discord.gg/QZ5k9G48Tj
Credits
Redistribution of this tool is not allowed without my permission.
पहले अपलोड: 18 अगस्त 2026
आखरी अपडेट: 4 दिन पहले
Last Downloaded: 10 कुछ मिनट पहले









@EmaModz Could be caused by hundreds of different things..But it sounds like these crashes are unrelated to RE and they are not something that RE can cause or prevent. Check your mods and isolate!
@Koukol ok thank you, I use Natural Vision Enhanced gameconfig, is that okay or I need the completely vanilla one ?
Hey @Koukol, I wanted to know if it's possible to increase even more the max limit of blips in the map ? 240 is a lot but I have even more, and I saw another modder release one that go above 1000 (not here but on the other famous mod website ;)). Or to have this value in the ini so we can modify it ourselves ? It would be top notch !
@Wohlrajh I didn´t see that. Bro, do you really need 1000 blips? It doesn't work by just replacing 240 with 1000..requires a lot of time. But maybe in the next update @EmaModz yes, you should. You don't need to replace NVE gameconfig, just remove it.
I have 420 blips :D I don't need 1000 of course, but if it's possible to increase the limit a little more it would be nice
@Koukol Does this work with the latest game version? My game won't load up with it installed but once removed the game works fine. The only other mod I have is NVE's latest version
@Koukol I'm talking about this mod : https://www.gta5-mods.com/scripts/blip-limit-fix#description_tab
By default it's at 1900 blips, but possible to modify it in an ini
@truffleshuffle Yes, it does. Did you remove gameconfig.xml from onigiri? Need more info @Wohlrajh I'm currently working on another project and don't want an update here just because of the blips. I will let you know when I've uploaded it to Discord..3-5 days!
Issue Report: Visual rendering artifact (lines/columns) in DX12 Pipeline
Hi! Thanks for your awesome work on this essential plugin. I wanted to report a specific visual bug and the exact steps taken to isolate it:
• The Issue: A sharp, flat yellow-orange line appears on the asphalt (specifically around Elysian Island/port area), accompanied by a vertical, light blue Z-axis column in the air.
• The Cause: It is triggered by ResourceExtensions.asi (reproduced on v2.3 and v2.4) in combination with the DirectX 12 Pipeline (GTA V Next-Gen Enhanced Edition) on an NVIDIA RTX 2070 Super.
• Technical Context: When the plugin remappes the VRAM rendering addresses to handle large gameconfigs, an Ambient Path Node loses its transparency mask under DX12, causing the node to render as solid colored lines.
• Tested/Isolated Variables:
• Completely absent in a 1:1 clean Vanilla game copy.
• Persists even when the entire mods folder is physically removed.
• Persists after replacing the ASI loader (RageOpenV back to openivrpf).
• Changing VehicleModelBudget or BvhVertexArena in the .ini does not affect it.
• The savegame requires ResourceExtensions to load, proving the setup is sound, but the plugin's code itself forces the artifact.
Hope this helps with future updates! Keep up the great work.
@AlBundy nice report! I checked the areas but couldn’t reproduce or didn´t see. RE increases rendering limits so I can’t completely rule it out. If possible upload a screenshot here https://imgur.com/ (+ ss of your location) and your enhanced build so I can check further
https://imgur.com/a/lfQsQmq
@Koukol I took out every asi mod and the whole mods folder i had only installed Scripthook/Directstoragefix/Resource Extensions and "artifact" was still there. But if i start without Resource Extensions and without mod folder the game runs fine and no "artifact".Send you pics tomorrow.I startet without /Directstoragefix too but the "artifact" still there. i tested everything 2 times to be sure 1 1/2 days long:)
@Koukol Here are the pictures. 1:https://imgur.com/vOUTGEk 2:https://imgur.com/68kX2uo 3:https://imgur.com/T6TmJg6 4:https://imgur.com/WoQyiLj 5:https://imgur.com/IY35J2S 6:https://imgur.com/jYQh1Yg
@AlBundy Jesus Christ..I was looking for something completely different..Because your "technical description" was contradictory, I misunderstood the issue and didn't want to rule out RE right away. This is definitely triggered by a leftover .asi/.dll file! These are "helper lines" becoming visible for some reason. Even if you are sure you removed everything, double check your main folder! Make sure that only SHV and RE are installed, absolutely nothing else.
for future reports: just describe exactly what you see in your own words and include a ss, or join Discord.
@Koukol Oh sorry i forgot i'm standing about there "X: -154.742 | Y: -2096.646" .I don`t know how to edit the previous post:)
Hey bro, I’m having an issue with the RTX shadows—they take a while to load when I turn the camera.This only happens if they are enabled, even on ultra settings. I’m not sure if it has to do with the VRAM. Great mod!
seems to cause an infinite loading when entering an interior in online, works really well in story mode
@skynights don't do that, don't use mods in gta online! You might get banned!
DAMNNN THIS WORKS GODLY FOR MINE
@koukol amazing mod - will this work with Forests of San Andreas Ultimate, GTA V Remastered Ultimate, and SPA II (mansions/apartments/garages) in Enhanced?
@Suzerain001 yes, should work. Just test it out.