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@Terry7tails That explains everything! Open All Interiors (and anything forcing MP maps) is well known for clashing directly with large map expansions like Cayo Perico.
Here is what is happening and how to fix it:
IPL / Map Conflict: Open All Interiors actively loads and unloads massive sets of Multiplayer IPLs. Cayo Perico relies on isolated streaming and island hopper native states. When OAI forces its own MP map instances, the game engine prioritizes those and drops large custom map DLCs.
Disable MP Maps in OAI: Open the OpenInteriors.ini (or the settings file of your interiors mod) and look for options related to loading MP maps / yachts / carriers and set them to disabled (false or 0).
Test without OAI first: Temporarily remove the Open All Interiors .asi (or .dll) from your main folder or scripts folder and launch the game. You'll likely see Cayo Perico and your other large map mods stream immediately.
Also, to avoid cluttering the GTA5-Mods comment section and to help you troubleshoot this faster, feel free to join my Discord server. We can continue the conversation and check your files there directly! 😉
Hey @paperone, thank you so much for the feedback and for the great support!
It genuinely means a lot to read this. When people actually take a minute to follow the prerequisites, the script does exactly what it was built to do, and that’s the biggest satisfaction after spending countless hours developing free content for the community.
Enjoy exploring the island and have a great time 😉
Hi @Terry7tails, you should never edit or touch the values inside gameconfig.xml manually!
The gameconfig.xml from F7YO is already fully configured, tested, and balanced. Trying to manually tweak internal XML pool lines often breaks the file structure or crashes the engine. You just need to take the pre-configured gameconfig.xml from the variant folder you want (e.g. Stock Traffic) and install it directly into mods/update/update.rpf/common/data using OpenIV.
The only files where you need to adjust numbers yourself are the text configuration files:
HeapAdjuster.ini -> set HeapSize = 10000
PackfileLimitAdjuster.ini -> set archiveCount to 25000 (or higher)
Don't edit the XML file itself—just replace it cleanly and let the adjusters do the memory work.
@Moonraker If you believe there is an actual runtime issue, simply share the relevant exception from your ScriptHookVDotNet.log on a clean ScriptHookVDotNet v3 setup. Without an actual log trace from the officially supported environment, claims of "telemetry errors" mean very little.
As stated, the script is built for standard SHVDN v3. If you have an actual log file to share, feel free to post it; otherwise, let's keep the comment section clean for genuine user feedback.
Hi @Terry7tails, that definitely sounds like a pool size and archive limit issue rather than a problem with the DLC itself.
To get custom map DLCs streaming properly, here is the setup I always use and recommend:
Get F7YO's Gameconfig (from GTA5-mods.com):
It is the most stable and reliable config available.
Inside the downloaded .zip, you'll find different versions: from Stock Traffic (1x) down to lower multipliers (like 0.1x) up to higher ones. I strongly suggest starting with the Stock Traffic (1x) variant (or lower) to leave maximum memory bandwidth for streaming heavy custom map assets.
HeapAdjuster & Packfile Limit Adjuster (.ini configuration):
Make sure both ASI plugins are in your GTA V root folder.
Open HeapAdjuster.ini and set HeapSize = 10000 to prevent out-of-memory errors.
Open PackfileLimitAdjuster.ini and check the value indicated inside the gameconfig.xml you picked (as mentioned in the adjuster instructions). Increase archiveCount to match or exceed it—personally, I always set mine to over 25000 so the game never drops custom DLC archives.
Script Check:
DLC mounting isn't logged in text files, but check your ScriptHookVDotNet.log to confirm our C# script isn't throwing errors when enabling the island hopper natives or streaming IPLs.
Adjust those .ini values with F7YO's config and let me know if Cayo Perico loads up for you!
@PixelV thx 🤙😉
Hey @Moonraker, thanks for elaborating.
However, there is a fundamental misunderstanding here regarding the environment requirements:
Installer Path: The .oiv is already verified and tested to deploy the .dll and .ini files straight into the root scripts/ directory, not the mods/ directory.
SHVDN Enhanced vs SHVDN v3: This script and its LemonUI implementation are compiled and built strictly for the official, stable ScriptHookVDotNet v3 runtime (ScriptHookVDotNet3.dll). As you mentioned, you are running ScriptHookVDotNet Enhanced—which is a third-party fork with internal runtime changes that break compatibility with standard SHVDN v3 hooks and libraries.
Running a standard SHVDN v3 mod inside an unofficial experimental fork (SHVDNE) will naturally trigger hook errors, but that is not a flaw in the mod or the installer—it is an environment incompatibility.
Rating the mod 2 stars because it wasn't built for a custom fork is unfair to the release. If you test the mod on a clean, standard ScriptHookVDotNet v3 environment as intended, you'll see everything streams and loads without issues.
Hey @Moonraker, thanks for the kind words on the showcase video!
Sorry to hear the island isn't loading for you yet, but I can assure you that the script works completely fine. As you know, GTA V modding is delicate and depends heavily on proper prerequisites (correct ScriptHookVDotNet, updated gameconfig, Heap/Packfile Adjusters, or conflicts with other map scripts).
Giving a 2.5-star review right away without reaching out for support first is a bit harsh and misleading for the community. I am currently actively helping other members on Discord troubleshoot their specific setups with great success.
Feel free to reach out to me or join my Discord: let's check your setup together, resolve whatever conflict is blocking the island stream, and get it working for you. Once we get it running properly, I'd really appreciate it if you could update your rating accordingly!
@Terry7tails hi, Keep in mind that this mod is a script that dynamically requests the island's native IPLs and streaming data, not a standalone map replacement. Missing collisions usually happen for a few specific reasons:
Script/Trainer Conflicts: Check if you have other island/teleport scripts (or trainers like Menyoo/Simple Trainer) with options like "Enable Cayo Perico" toggled on. If two scripts try to manage island flags at the same time, collisions will fail to stream.
Adjusters & Memory: Make sure you have HeapAdjuster, Packfile Limit Adjuster, and a gameconfig compatible with your current game version installed. Without enough streaming memory pool, collision files (.ybn) are dropped by the engine.
Streaming Delay / Teleport: If you teleport instantly using external trainers, give the island a few seconds to stream in before moving.
Try temporarily removing any other map/island scripts to see if the collision loads properly. Let me know if that helps!
@The-Canon Hi! The .oiv packages are created specifically to make the installation process quick, seamless, and accessible for everyone via OpenIV. However, if you prefer to inspect the contents or manually place the files, you can easily open any .oiv package with archive tools like 7-Zip, WinRAR, or WinZip (or simply rename the extension to .zip) to view the entire internal structure.
Also, a friendly reminder to everyone: always make sure to carefully read the mod description and the included ReadMe file. The ReadMe contains step-by-step instructions, prerequisites, and essential details on how to install this package (and mods in general) properly without running into game issues or conflicts.