4,276
103
4,276
103
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 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.
First Uploaded: August 18, 2026
Last Updated: 2 days ago
Last Downloaded: 9 minutes ago
79 Comments
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 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.
First Uploaded: August 18, 2026
Last Updated: 2 days ago
Last Downloaded: 9 minutes ago









This is the most stable limit adjuster out there, previously I couldn't complete a mission with my modest vanilla plus setup, and now it runs comfortably as expected! my specs are okay:
CPU: Ryzen 7 5700X3D
GPU: RTX 4070 Ti Super
RAM: 32GB 3200MHz DDR4
And for the .ini file, I can't put persistence at anything but 0! otherwise my frame tanks into the 20s. Same goes with ambient peds etc. value, at 1.5 the frame rate sits at 38 fps. for comparison, default value without framegen runs at 84 fps, all max settings 1440p DLAA. I'm currently on Vinewood area which is a stress test area for these values, hope you get a chance to look into it!
@fride11 @5kY1iN3 I'm already on it..next update will bring better performance and stability.
@5kY1iN3 Same, Im using heavy mods too like NVE and V Dispatch and gotta use a custom gamerconfig to play like 10 min before crashing. I think RE needs to up the resources more if its possible
thanks
@AfroBandit23 try 2.3
I do not know about many people, everything works fine for me. The game doesn't crash at all, no matter how long I play. My mods are: CoreFX/LWE 3.7/many added cars/Project X Roads. I have gameconfig from CoreFX. I used version 2.2. Everything is fine.
I have a problem with 2.3, 2.2 works great (and it's a game changer when you have quite a lot of mods so thank you amazing job !)
But on 2.3 my VRAM shoots through the roof on the first seconds of a game load until it reaches the max, it then crashes.. With 2.2 I reach 14Go, 16 on 2.3, not sure if it's a memory leak or something else ?
@Wohlrajh no memory leak, just the higher model budget pushing your card (with heavy mods) over the edge! .ini fix is already on the way..it's simple and I should have added it earlier!
Great can't wait for the ini fix then, as I can't play without your mod ! It's much easier that handling multiple other limit adjuster mods :)
@Wohlrajh same here
@Yassin Shalaby @Wohlrajh try 2.3.1! @Anatoly894 nice! your gpu?
would you be making 1 for legacy too? even if not your mod literally covers everything its great
@Koukol rtx 4070ti super
Hi man, thank you for this great and useful mod.
I had one issue, though. When the number of streaming peds exceeds a certain limit, the game crashes. Is it possible to modify this file so that it no longer crashes when there are too many streaming peds?
Peds that are non-streaming don’t cause any crashes
I have installed quite a few tree mods. It seems I'm still hitting memory limits; I'm really hoping for a better fix for when multiple mods are installed.
@Koukol I tried 2.3.1, it's a lot better ! No more crashes, and indeed we can play with the vehicle limit now, thanks :)
Nice. Can you include No Boundary Limits as well?
@EnchancedCap Unfortunately no. I even deleted the Legacy Timecycle Editor recently, it's just not worth the time anymore @Unsearchably no sry, that's not what RE is for @mrsun @ALEX ROMANI I need more info! I test all kinds of mods and whenever there were crashes, it was always corrupted textures, meta files, etc. You can join Discord, but I can't guarantee a fix.
@Koukol I am currently using version 1.0.1158.13. However, I feel that the older version of Resource Extensions seems better than the latest one. I’m not sure if my impression is correct, but you have truly done a great job. I look forward to seeing further optimizations. Thank you very much.
Wonder how this would work if natural vision enhanced is used as a base mod and then: Dispatch V FEAR Edition - NVE(EMS Fix)+LSPDFR Compatible Enhanced v2.0 with Dynamic Traffic Colors v1.1.2 on top of nve? That dispatch mod changes spawn rates, density, types of vehicles (emergency and civilian )