5 235
115
5 235
115
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 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.
Först uppladdad: 18 augusti 2026
Senast uppdaterad: 1 dag sedan
Senast nedladdad: 2 minuter sen
94 Kommentarer
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 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.
Först uppladdad: 18 augusti 2026
Senast uppdaterad: 1 dag sedan
Senast nedladdad: 2 minuter sen









@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 )
@Koukol Hey, I wondered if you could add a map blip limit extension in your mod ? I can't find a mod that increases the 150 blips limit, and we use your mod because we have a lot of mods - so maybe it would be a nice addition, if it's possible to do ?
Hi @Koukol I somehow run into random gfx state errors when using your mod. I dont have the issue with the ''old school'' setup (multiple asi files) Any tips?
EDIT: it was me sorry. 5 stars man.
@Wohlrajh It's already at 240, but disabled because it caused problems. Probably in the next update
really good mod
Really good mod, off topic but looking for help my game keeps on not loading textures and they keep on popping out loading in blurry and my vehicle mods randomly can't spawn and say like model not available differs from diff car each game session. I've tried everything from this to using all the heap adjuster etc adjusting values.
When I install the Resource Extensions, I won't be able to enter the game. Removing the Resource Extensions will allow me to enter the game. I am using the 1158.13 game version. Please help
@DJRemix57-2 1158.13 is not supported by 2.3.1, it requires 1158.16. A test build will be posted on Discord soon, or you can wait for the next update here @kalleslayworld that sounds weird. I can't help you here..join Discord and share your mod list! Most importantly: never use multiple conflicting adjusters at the same time! Use either RE or the other ones, not both! No gameconfig!
@Koukol Love the mod. Suggestion: Adjustable limit pools... (Specifically heap, modkit, packfile, static bounds, etc.)
@Koukol tried this mod with: natural vision enhanced, Dispatch V FEAR Edition - NVE(EMS Fix)+LSPDFR Compatible Enhanced v2.0 and Dynamic Traffic Colors v1.1.2. Seems to work great. It's so weird not leaving or playing without a gameconfig file though 😅 Anyway, tried most of the values at 2.0 and in some heavy congested areas: crash to desktop ( no error no nothing). I'll try sticking to vanilla values and see what happens. The crash could be because that dispatch mod alters vehicle types, spawning locations, ammounts etc.
@Adas8812 don't touch the INI until the very end, set BvhVertexArena to 0! Get your game running rock solid first, then you can start messing with the values. Try 2.4 @3_Washing_Machines Nice! It would barely save any memory or add much benefit, but it would cause a lot of unnecessary development, testing, etc., sry
@Koukol
Hello. Would you like to integrate the "Low Priority Props Patch" into the next version?
https://www.gta5-mods.com/pl/scripts/low-priority-props-patch-enhanced
@RemixPL1994 will reply to you on Discord in a sec
@Koukol Thank you so much for the blip limit extension for the map !! Helps a lot, great update :)
@Koukol hello and thanks for the reply! Tried the new 2.4 updated version. Seems to work great. Also if and when changing the ini values- should the values be exactly: 1, 2, 3 or can it be say - 1.5 and so on?