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@Tagget Z real Thank you very much for this detailed bug report! Both issues are now completely fixed in v1.3:
Earlier versions set persistent collision-loading flags and spawned script driver peds for frozen cars, which exhausted RAGE's entity/streaming pool on GTA V Enhanced after reloading scripts with INSERT. Distant LOD cars still rendered far away, but vanished as soon as the game tried to stream their real physics close to you. v1.3 removes those flags completely and automatically resets all vehicle/pedestrian population budgets on startup and reload.
Why the orange cars happened: Earlier versions used raw memory offsets designed for GTA V Legacy (1.0.3889.0) to lock entity matrices. On GTA V Enhanced (v1013.34), the memory layout is different, so those raw writes accidentally overwrote the ambient vehicle color/shader variation pool in RAM (causing cars to fall back to default orange). v1.3 removes all raw memory writes and uses 100% official RAGE natives.
How to clear the orange cars if they persisted on your save:
If GTA V created an Autosave while the color pool in RAM was glitched, the game reloads that cached vehicle state from your autosave file. To clear it once:
1. Install v1.3 (or launch the game), load into Story Mode, and either load an older manual save from before the glitch OR switch characters (e.g. Michael -> Franklin -> Trevor) / sleep in a bed once so the game flushes the ambient vehicle pool, then save the game manually.
2. You can also delete "cfg.dat" and "pc_settings.bin" inside "Documents\Rockstar Games\GTA V Enhanced\Profiles\<YourProfile>\" if the shader cache cached it.
Please try v1.3 and let me know how it works for you!
@JoyLucien Thanks. I will add These soon too
@lukas10 GTA V's native stat system uses a 32-bit integer (max $2,147,483,647), but the game's C++ HUD and Pause Menu UI actually support 64-bit numbers. The mod patches the cash-reading functions in memory (CHudCash, Pause Header, and Stats Tab) to read a full 64-bit balance directly instead of calling the 32-bit CStatsMgr::GetInt, while keeping the 32-bit stat at a safe $1B proxy buffer to track purchases and earnings without overflowing.
@JoyLucien Do play on Legacy oder Enhanced?
@JoyLucien Try to start the Game with Admin rights. I will check it
@JoyLucien Thanks! No, this mod is built from scratch with a completely different engine-level approach (NoScriptThread + direct memory/skeleton matrix locking and a deferred damage/impulse buffer), so animations, ragdolls, vehicles, helicopters, projectiles, and delayed gunshots freeze and resume cleanly without the 2017 beta's animation/crash bugs. Freezing only the aimed-at entity (single-target freeze while the rest of the world keeps moving) is a great idea — I'll add that in the next update!
@sriram_19 Make sure you have **ScriptHookVDotNet v3** installed (ScriptHookVDotNet3.dllmust be in your main GTA V folder — older SHVDN v2 will not load the script). Also check thatZaWarudo.dllis directly insideGTA V/scripts/ZaWarudo.dll(notscripts/scripts/) and check ifGTA V/scripts/ZaWarudo/ZaWarudo.logis created when you launch the game. You can also press **X** (secondary key) or changeKey=inscripts/ZaWarudo/ZaWarudo.ini.