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Disappearing ENEX Markers?


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CoomerGamer

Hey Guys. I am New to modding GTA SA. I am trying to safely and slowly increase some of the base game's limits slightly (Using Fastman LimitAdjuster) to allow for more headroom when loading objects like cars and peds (everything is lightweight, Sa Style low poly cars and peds, etc) But I notice that when doing so, Sometimes the yellow (ENEX) markers infront of enterable building doors and red markers for things like missions, TransFender and the Container Ship in San Fierro will sometimes go invisible?🤨

Predominantly, I am increasing the Stream memory of the game (At default it's set to only a measly 50MB, I've increased it to 500MB)

Usually when loading up a save, they work as per normal. but the longer I continue to play, the more they seem to disappear entirely.

Can anyone tell me what the issue might be?🤔 they still 'work' in that it is possible to enter/exit buildings. The game also does NOT crash to deskop or report LimitAdjuster errors or anything. This is more of just a visual glitch where they no longer appear visible. Any Help you can provide will be much appreciated.🙏

Edited by CoomerGamer
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When additional scripts, mostly cleo scripts, add radar blips or location checks that shows a red spot or entrance marker like the enex, then it cause this issue

Or when burglary_houses are toggled accessible, this also needs to show more enex markers

I don't know if Fastman LimitAdjuster has an option for that

 

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CoomerGamer

The Mighty ZAZ to the rescue once again! 🫡 I really appreciate all the support! 😎

FastMan has a bunch of settings that might relate to it, But The one I used to try and help with the Enex issue looks like this :

; IPL: enex (400)
#Entry exits = 600

The default value was the one in brackets (400). I bumped it up by 200 but still notice the same glitch every now and then.


So do you think that  "IPL" refer to enex as well? because there are a bunch of IPL values that can be tweaked such as the following. And I'm not sure what does what😅
(I left everything else at its default)


 

; IPL : inst entries per file (4096)
#Inst entries per file = 4096

; IPL: entity index array (40)
#Entity index array = 40

; IPL: map zones (39)
#Map zones = 39

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

; IPL: cull mirror attribute zones (72)
#CULL mirror attribute zones = 72

; IPL: cull tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; IPL: cull attribute zones (1300)
#CULL attribute zones = 1300

; IPL: jump (256)
#Stunt jumps = 256



as for mods that use 'blips', the only ones I am using is the mod that allows collectibles to be shown on maps :

https://www.gtaall.com/gta-san-andreas/mods/213427-collectibles-on-radar.html



as well as a Taxi mod, that spawns a sort of Enex marker ontop of  a single taxi ONLY when it used:


https://libertycity.net/files/gta-san-andreas/109639-ezdit-passazhirom-taksi-kak-v-gta-v-v2.html

Edited by CoomerGamer
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  • 3 weeks later...
On 6/2/2024 at 12:01 PM, CoomerGamer said:

The Mighty ZAZ to the rescue once again! 🫡 I really appreciate all the support! 😎

FastMan has a bunch of settings that might relate to it, But The one I used to try and help with the Enex issue looks like this :

; IPL: enex (400)
#Entry exits = 600

The default value was the one in brackets (400). I bumped it up by 200 but still notice the same glitch every now and then.


So do you think that  "IPL" refer to enex as well? because there are a bunch of IPL values that can be tweaked such as the following. And I'm not sure what does what😅
(I left everything else at its default)


 

; IPL : inst entries per file (4096)
#Inst entries per file = 4096

; IPL: entity index array (40)
#Entity index array = 40

; IPL: map zones (39)
#Map zones = 39

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

; IPL: cull mirror attribute zones (72)
#CULL mirror attribute zones = 72

; IPL: cull tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; IPL: cull attribute zones (1300)
#CULL attribute zones = 1300

; IPL: jump (256)
#Stunt jumps = 256



as for mods that use 'blips', the only ones I am using is the mod that allows collectibles to be shown on maps :

https://www.gtaall.com/gta-san-andreas/mods/213427-collectibles-on-radar.html



as well as a Taxi mod, that spawns a sort of Enex marker ontop of  a single taxi ONLY when it used:


https://libertycity.net/files/gta-san-andreas/109639-ezdit-passazhirom-taksi-kak-v-gta-v-v2.html

Hey man, did you fix your issue? I also have a same problem as well

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CoomerGamer

After some tinkering, What helped me to lessen it's occurrence the most was doing the following :

1) Increase the game's memory limit (I went from 50Mb to 750Mb)

2) Increase the; IPL: enex (400) value
I doubled mine to 800

 

 

Depending on how many mods and the kind of mods you have installed, The issue will still crop up from time to time. But doing that lessened its prevalence quite a bit.

Its also good to keep in mind that you should always be careful when installing anything that adds interiors/ Entry markers to your game (Such as Rusty Brown Donut Shop mod or LS Downtown Mall mod)

 

Furthermore, there are a few truths I came to understand :

1) Not all CLEO scripts are created equally. infact, Many mods (I'd say even 70% of them) are not made with optimization in mind (eg. car or ped mods that laughably have file sizes of like 5mb to 20mb for a single ped model/car). To cut down on glitches, things like this will have to be removed or optimized so that they can work well with your game. If not, you'll have to play detective and remove mods one by one until you find the culprit.

For me, I removed a mod that made it so CJ uses only a single pistol when maxing out the 9mm hitman stat (somehow this script affected the ENEX markers and, even caused sound glitches too, oddly enough)


For you, things might be different, AraturkCJ

 

Since I dont know what mods you have in your game, Best advice I can give is to mod your game 'slowly' (add in mods one by one, and then test them out individually to avoid errors)
and stay away from anything that isn't 'sa style' (deliberately low poly) or things like car, weapon or ped packs (unless they have very small sizes like 100-200kb per file, etc)
things that have high polygon counts are almost always gonna slow down your game and cause glitches.

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  • 7 months later...

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